add prototype of a new rouge level generator

This commit is contained in:
Corey O'Connor 2013-11-29 01:21:41 -08:00
parent 7c1c7894ab
commit 8237c57123

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test/RougeStory.hs Normal file
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{-# LANGUAGE NoMonomorphismRestriction #-}
module RougeStory where
import Text.Printf
import Graphics.Vty
import Graphics.Vty.Inline
-- Characters are identified by Names
type Character = Name
type Name = String
type Type = String
-- The game is the view of a story.
class Story repr where
-- A story is the quest of a character which becomes a history
story :: Character -> repr Quest -> repr History
quest :: repr Goal -> repr Aspects -> repr Quest
-- A quest is for a goal where some aspects are known and others unknown.
-- TODO: abstract to any Foldable?
empty_aspects :: repr Aspects
add_known_history :: repr History -> repr Aspects -> repr Aspects
add_known_obj :: repr Object -> repr Aspects -> repr Aspects
add_unknown_history :: repr History -> repr Aspects -> repr Aspects
add_unknown_obj :: repr Object -> repr Aspects -> repr Aspects
-- Aspects are animate objects, inanimate objects or histories.
animate_obj :: Type -> repr Object
inanimate_obj :: Type -> repr Object
history :: Type -> repr History
-- The goal is to acquire, or dispose of an object.
dispose_obj :: repr Object -> repr Goal
acquire_obj :: repr Object -> repr Goal
-- What is an object? Well, that's anything that fits in the story language.
-- Which at least means it's something that can be named
named :: repr Object -> Name -> repr Object
data Quest
data History
data Goal
data Aspects
data Object
story_0 =
let bob = animate_obj "Human" `named` "Bob"
the_quest = quest (dispose_obj (inanimate_obj "YoYo" `named` "The Kitten Slayer"))
(add_known_obj bob empty_aspects)
in story "Bob" the_quest
{- TEMPLATE
instance Story X where
story c q =
quest g as =
empty_aspects =
add_known_history h as =
add_known_obj obj as =
add_unknown_history h as =
add_unknown_obj obj as =
animate_obj t =
inanimate_obj t =
history t =
dispose_obj obj =
acquire_obj obj =
named obj n =
-}
newtype ShowStory t = ShowStory { unShowStory :: String }
instance Story ShowStory where
story c q = ShowStory $ printf "History(%s,%s)" c (unShowStory q)
quest g as = ShowStory $ printf "Quest(%s,%s)" (unShowStory g) (unShowStory as)
empty_aspects = ShowStory $ printf "EmptyAspects"
add_known_history h as = ShowStory $ printf "Known(%s):%s" (unShowStory h) (unShowStory as)
add_known_obj obj as = ShowStory $ printf "Known(%s):%s" (unShowStory obj) (unShowStory as)
add_unknown_history h as = ShowStory $ printf "Unknown(%s):%s" (unShowStory h) (unShowStory as)
add_unknown_obj obj as = ShowStory $ printf "Unknown(%s):%s" (unShowStory obj) (unShowStory as)
animate_obj t = ShowStory $ printf "%s :: AnimateObj" t
inanimate_obj t = ShowStory $ printf "%s :: InanimateObj" t
history t = ShowStory $ printf "%s :: History" t
dispose_obj obj = ShowStory $ printf "Goal(%s)" (unShowStory obj)
acquire_obj obj = ShowStory $ printf "Acquire(%s)" (unShowStory obj)
named obj n = ShowStory $ printf "%s+Name(%s)" (unShowStory obj) (show n)
newtype TellStory t = TellStory { unTellStory :: String }
instance Story TellStory where
story c (TellStory quest) = TellStory $ "The story of " ++ c ++ " on the quest " ++ quest
quest (TellStory g) (TellStory as)
| as == "" = TellStory $ g ++ "."
| otherwise = TellStory $ g ++ ". In a world where... " ++ as
empty_aspects = TellStory ""
add_known_history (TellStory h) (TellStory as)
= TellStory $ "Our hero knows the tale of\n\t" ++ h ++ ".\n" ++ as
add_known_obj (TellStory obj) (TellStory as)
= TellStory $ "Our hero knows of " ++ obj ++ ". " ++ as
add_unknown_history _ as = as
add_unknown_obj _ as = as
animate_obj t = TellStory t
inanimate_obj t = TellStory t
history t = TellStory t
dispose_obj (TellStory obj)
= TellStory $ "to dispose of the accursed " ++ obj
acquire_obj (TellStory obj)
= TellStory $ "to acquire the great " ++ obj
named (TellStory obj) name
= TellStory $ obj ++ " with the name " ++ name
newtype PictureStory t = PictureStory { compose_to_picture :: Picture }
{-
instance Story X where
story c q =
quest g as =
empty_aspects =
add_known_history h as =
add_known_obj obj as =
add_unknown_history h as =
add_unknown_obj obj as =
animate_obj t =
inanimate_obj t =
history t =
dispose_obj obj =
acquire_obj obj =
named obj n =
-}
main = do
putStrLn $ unTellStory story_0
putStrLn $ unShowStory story_0
withVty $ flip update (compose_to_picture story_0)